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PostPosted: 18 Dec 2008, 22:36 
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Joined: 28 Feb 2007, 15:34
Posts: 104
Hi all,

We just released SGU v2.09 with 21 new titles and updated the Surround Gaming Page with a few new feature pages and screenshots:
http://www.matrox.com/graphics/surroundgaming/en/home

As mentioned in previous posts, most of the new titles natively support TH2Go by design as a result of patches/custom integration by developers. Many of you on this forum will probably already have these games on your radar, but feel free to spread to word to other Th2Go users who may not be familiar with all the new games playable in TripleHead.

(Note also that tested expansion packs are being listed as separate titles in the SGU and supported games list in order to avoid any confusion and to cater to stand-alone expansion versions).

The new games added to this release are as follows:

- Aces High II
- Combat Mission Shock Force - Marines
- Crysis Warhead
- Crysis Wars
- Dead Space
- Fallout 3
- Galactic Civilizations II: Dark Avatar
- Galactic Civilizations II: Twilight of the Arnor
- Grand Theft Auto IV
- Left 4 Dead
- MotoGP 08
- Perfect World International
- Pure
- S.T.A.L.K.E.R. - Clear Sky
- Spore
- Strategic Command: WWII Pacific Theater
- Trials 2: Second Edition
- Warhammer Online: Age of Reckoning
- Warsow
- World of Warcraft: Wrath of the Lich King
- X3: Terran Conflict


Not on this list yet (but to be included in the next supported games update) is Farcry 2 - which just received its Patch v1.02 that now offers native support for TripleHead2Go as well. Again, the users on this forum likely already know about the unofficial fix available, but for others who don’t, updating Farcry 2 to v1.02 will give proper support for Th2Go natively.
The voice of the community is definitely being heard, so thanks again to everyone who posted their requests for TripleHead support on the Ubisoft Forums :bowdown

Happy Holidays everyone! :cheers

-Mark



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PostPosted: 20 Dec 2008, 07:18 
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Joined: 29 Jul 2007, 05:24
Posts: 1512
Location: NZ
Merry Xmas and enjoy your hols.. I will at the beach :)

Thanks for the update I have one question..does the SGU sort out the real bad image quality of the text on the screens on Fallout 3 and the fact the entire screen (including the turn off button!) cannot be seen when using TH?

http://www.widescreengamingforum.com/node/9611

And def kudos to Ubi for the (eventually) best TH solution so far!

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PostPosted: 20 Dec 2008, 14:16 
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Joined: 06 Mar 2008, 17:20
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Happy holidays, Mr. B ! I'm sure 2009 will be another great year of TripleHead fun for me, and I'm confident in Matrox's effort to make the new "triplewide" resolutions the flawless experience it may not exactly be yet :lol:

It's great to see solutions flying in all directions between users, game makers and "niche hardware" companies (no offense!) and I see SGU updates as a token of the efficiency of this "community loops". All in all, seems to work pretty well :)

Mach1.9pants, this is taken from Fallout 3's 'View Cfg' in SGU 2.09 :
;Usable KEYWORDS- See creating a recipe documentation.
[CFG]
CFG.1=%MYDOCUMENTS%My GamesFallout.ini
CFG.2=%MYDOCUMENTS%My GamesFalloutPrefs.ini
CFG.3=
CFG.4=
CFG.5=


;Usable KEYWORDS- #MATROXH, #MATROXW, #RESDEPENDENT.1, #RESDEPENDENT.2 ...
[CFG.1]
Display,fDefaultFOV=150.0000
Display,fPipboy1stPersonFOV=55.0000
Display,fDefault1stPersonFOV=85.0000
Display,fDefaultWorldFOV=85.0000

[CFG.2]
Display,iSize W=#MATROXW
Display,iSize H=#MATROXH
So as usual only the "basic" FOV fix for terminal screens at 3840x1024 has been added, that thread is still the Bible for fine-tuning the Fallout3 experience in surround...


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PostPosted: 20 Dec 2008, 22:39 
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Joined: 29 Jul 2007, 05:24
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Location: NZ
Yeah I checked that, I just wondered if there was more I didn't know :(

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PostPosted: 21 Dec 2008, 14:42 
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Joined: 06 Mar 2008, 17:20
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Oh.
I think font tweaking & the like are not considered "the minimal adjustments necessary to run the game in surround" that SGU is used for anyway... :/


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